Checking development-playtest admission…
Build 121 · Consistent title buttons · Development playtest
Build 121 · Consistent title buttons · Development playtest
W drive · A/D turn hull · S brake · Auto-fire · Auto aim · earned arc · P pause
Admission closed; previous saves untouched.
New and Continue start playing after loading. Restore stays paused. Wait for committed before closing.
Basin not started.
Open to measure. No telemetry.
Ordinary Hull Panels, Shield Housings, Navigation Consoles, Stators and Glimmer still weigh something. Brake to speed35 or less, then drop an owned stack nearby to make room for upgrades; nothing is destroyed. Return to its marked pile to recover it when you have room.
First drop commits a versioned owner: Continue remains in this Basin mode. Older clients refuse the save safely; close older tabs. Dropping pauses play and commits before changing your inventory.
Match these shapes in the field. Collectors use Nav Consoles; Accelerators use Stators. Hold S until the harvest bar completes. Dropped stacks are recovered separately.
Paid tiers need this version or newer. Close older game tabs. Only held materials can be spent.
Early playtest. Terrain and effects are temporary. Native boss-clear/Heart recovery and sustained 60 FPS remain unverified.
Wait for a committed save before closing. Restore stays paused. Close other Basin tabs.
New and Continue start after guarded input/focus checks. Restore stays paused. Native boss-clear/Heart recovery and sustained 60 FPS remain unverified.
P toggles pause. Shift+P always pauses, cancels a pending resume, and leaves an open Map or Ship Upgrades panel safely paused.
Native kill/Heart recovery and sustained60FPS remain unverified. Temporary terrain, exact attack guides and earned Heart marker are not final art.
Auto aim · earned arc; A/D turns hull.
Continue field026 · Field017 · Field012. Your progress remains in its original mode; no automatic import. No next zone, Camp or defeat recovery is implemented.
Scrolling or a position-only canvas refresh no longer pauses the game. A real viewport resize, hidden page or lost window focus still pauses safely. Repeated notifications while already paused do not repeatedly save. A pause caused by these events names the reason.
Planet driving now grips rather than coasting indefinitely. W accelerates along the hull, A/D steers the hull, releasing W slows to a stop, and S brakes harder (S wins over W). Auto aims the weapon; Mouse fine aim and Nose aim remain selectable. Provisional starter targets: release stop about0.5s, S stop about0.3s,90° hull turn about0.35s. Drive Tune keeps245→300 top speed and300→375 acceleration; its full-speed stops take about0.6s/release or0.38s/S. Actual browser feel remains under playtest; collision geometry, weapons and save data are unchanged.
Turn the hull with A/D in every mode. Auto is the default for each new page and selects nearby living hostiles within your earned arc and weapon range; terrain may block targets. Manual Mouse and Nose remain available. Mouse turret starts at±15° from the nose. Paid Swivel tiers widen total traverse30→90→180→270→360° while retaining the existing slew speed. Nose mode stays forward even after upgrades. Nose aim fires along the hull heading. Switching modes clears held inputs and never resumes a paused game; while paused the weapon retains the last simulated aim until Resume. Manual aim preference is stored separately; Auto is session-only and never changes saved run data. if browser storage fails, the current session still works and the gameplay save is untouched.
Explore and fight, then slow below harvesting speed near environmental debris. Recover the actual intact Pulse Tuning cache and install its one item for pulse damage18→30 (+12 provisional browser tuning, not legacy+4). The Drive Tune consumes1 earned Drive Stator +2 earned Raw Glimmer for speed245→300 and thrust300→375. This is a new provisional browser recipe, not recovered legacy crafting. Upgrade costs, boost, capacity and death rules are unchanged;014 deliberately retunes grip and stopping. There are no free upgrade grants.
One earned combination: installed Pulse Tuning registers PlasmaII once from its real consumed receipt. Future ordinary Skipper defeats each roll a provisional1/8 chance for a physical Seeker component. Collect it, then Fuse to consume PlasmaII + Seeker. Guided Bolt begins at38.43 damage, speed640, life2.36s, turn7.5rad/s within240 units, cadence0.21s. Earned duplicate Seekers rank up toV using the stronger component (+22% per rank); no XP or retroactive drops for imported kills. Existing simple projectile/pickup marks are reused; dedicated art is missing. Unlucky runs retain normal Pulse/Drive upgrades.
Named Site/Route Guards are the existing territorial Skippers, not a new species. Their label follows their real state: guarding or patrolling, engaged, jump windup, recovering, or returning to post. They keep their original patrol routes, engagement distance and retreat rules; no extra enemies or rewards were added. Ordinary Skippers still pursue as before. A returning guard keeps its damage — retreat does not heal it. Captions stay inset from camera edges; close captions are nudged apart with subtle connecting lines. Labels never move creatures or alter attack timing.
Cupspore Spitter combat remains gated pending its inspected body/attack presentation and encounter admission. This candidate prepares projectile persistence without adding an invisible enemy or changing existing runs.
Explicit New Basin Run starts a fresh recorded procedural Basin only after confirmation and commit. Continue Basin never creates a run. Continue retains the exact world, RNG and earned state; New Game commits another seed. All35 actors and103 starting loot records remain. Earn Pulse/Drive/Guided through ordinary play. The waypoint follows validated full-hull routes, not a teleport; the Regent is a later encounter and travel may be substantial.
The Spore Regent uses Bv2 RGB / canonical-alpha body presentation and temporary exact attack guides. Resonator Camp and defeat recovery remain unavailable. Terrain remains temporary collision presentation, not finished mountains. This is an early playtest, not final terrain/effects, a completed campaign or a next-zone unlock. The earned Heart requires approach and E; no cargo capacity is required.
This public Basin journal never imports or reads private QA,012, the normal enhanced journal or original v0.68 saves. Initial creation commits before play. Concurrent Basin tabs are refused; close the other tab and explicitly Restore committed. Corrupt current state never silently resets or falls back. Autosaves occur every two simulation seconds and earned outcomes; abrupt termination can lose changes since the last acknowledged commit. A failed write retains durable prior state and unsaved memory. Private QA checkpoints are rejected. New Basin does not transfer previous cargo/upgrades.